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Ekoth

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Everything posted by Ekoth

  1. Being a Saboteur spec gunslinger, I opened up with Dirty Kick -> Sab charge -> DoTs, then proceeded to throw a frag grenade every other GCD until nearly dead; because A) I was pissed off at him and B) despite it not being too damaging, I felt great seeing him blow up every 3 seconds Then finished him off with Legacy Force Choke and a final Dirty Kick.
  2. I'm curious for one thing about this spec. Since the spec revolves more about DoTs/Maul/ Death Field damage, why pick up Chain Shock? Wouldn't, for PvP purposes, it be better to put 2 points in Avoidance and just use that last point for filler purposes? Or is shock a key factor in the DPS of this spec?
  3. Since there have been changes to Alacrity to reduce the GCD and increase force regen, I've been trying to find some ideas on how this can be implemented for Shadows. I would love to make this class more fast-paced, but I'm not sure if the ends justify the means when it comes to stacking this stat. I haven't been able to gear up enough to test this out. Has anyone had the chance to fiddle with Alacrity on their Shadows in the different specs?
  4. It's a mix of both preference and filler points. Some prefer Impact control for the damage reduction, but I personally find Kin. Combat to already have strong survivability without it. I pick up Rapid recovery to ensure that I get that technique proc every 3 GCDs since 65% is better than 50%; which in a sense also helps in survivability since the proc does give a small heal. Just to note that I play this spec in DPS gear. I don't go all-out tanking.
  5. True, it's not his best work, but I played Metal Gear so much that every time I died going from 1-50 all I would hear in my head was Otacon screaming "Snaaaake!!!!" Plus there are a few moments during leveling (at least if you go dark side) that you can get a small glimpse of the rugged 'Snake' undertone in his voice.
  6. I was kind of disappointed with Nolan's voice acting in this game. In the Jedi Consular preview, his voice had conviction; of a man prepared to fight with all he had to defend the Republic. I get into the game, and he is completely emotionless, even in moments where he is supposed to have emotion. He does a bit better in the RotHC expansion, but it doesn't excuse him from previous performance. I wish David Hayter did the Consular voice instead of the Knight. He did voice a stealth character for a long time, and I'm running a Shadow If it weren't for the fact that I love being a stealth Jedi and my guild is Republic, I'd be playing an Assassin.
  7. I don't think its a companion issue, but a spec issue. I tried doing Infil / Balance specs at the start of Makeb and saw myself get nearly killed in every fight (had Cedrax out all times). Changed to Kinetic Combat, went all the way to 55 without dying once. Try changing your spec or use Qyzen/Iresso to tank up the incoming damage and see if you have better chances of survival.
  8. If I'm running infiltration, I generally go with this build. I understand your 'pure dps' point of view, but being able to have force slow more readily available and 70% movement reduction after kick lowers the chance of being kited. You can't do damage if you can't reach them. This works pretty well for me, but honestly I like using my kinetic combat build which focuses on project / shadow wrap procs for damage dealing. So far it works well for me with project only costing 29 force, but that may change when everyone starts min/maxing at level 55.
  9. This ability is pretty nifty, aside from a few issues that could addressed to make it better. 1. 45 second cooldown is way too long, maybe bring it down to 25 so it's more available for use. 2. Tried using this ability to shorten the travel time if I'm carrying orbs in Hypergate only to find that activating this ability causes you to drop the orbs you carry. Can anyone confirm if this is the same for Huttball? 3. I find that if I place down the marker for teleportation and I die before being able to use it, the marker will be lost and the cooldown is triggered. Don't know if it's a bug or working as intended, but it's annoying.
  10. Simply put, that talent is way too situational to be worth the 2 talent points. Generally, with current GCDs and the stun times of force stun/kick you only get one attack off during that stun duration (2 if you're lucky). So you're spending 2 talent points on a 6% damage increase on a SINGLE attack. I feel the same about Judgement as well, but it has better benefits that occur more often than 1 or 2 times a minute. Nerve Wracking, however, is a waste of talent points.
  11. Alacrity does indirectly increase our regeneration rate. Lower GCDs = more attacks that could be used to build focus. But it ultimately depends on how well the stat scales. If Sents can get themselves to a 1s GCD without too much sacrifice to our other stats I see it becoming a very plausible stat to gain. At least for Combat.
  12. From a PvE standpoint, it does make Kinetic Combat capable of using Shadow Strike since it removes the positioning requirement. For PvP, most KC shadows already picked up at least 1 point in Inf. Tactics for Shadow Strike Capability. However with Inf. Tactics being buried higher in the Infiltration tree and Shadow Wrap only giving a 50% reduction in cost, this will be considered both a buff and nerf (no positional requirement but it'll cost more from now on). I think BW is expecting shadows to pick up some Alacrity rating (due to Alacrity now reducing the GCD and increasing regen rates) and therefore nerfed cost reductions of some of our heavier hitting abilities to compensate in end-game PvP and PvE.
  13. Running orbs in Ancient Hypergate will be more convenient, especially when at times the other team rushed the center and the whole area becomes a killbox for you if you don't haul-*** outta there.
  14. Yes I do, The difference between DFA/Volley and that spinning ability is that most DFAs/Volleys are used from a distance and are less susceptible to being interrupted by those who are being affected by it. Someone sees a flashy saber spinning move being channeled in the middle of a group and people will either: 1. Do a quick CC or knockback to stop it. 2. The ability does such dismal damage and people will laugh internally at the noob who's using it.
  15. That would be a nice cool looking move to have, but that's all it would be; a 'cool-looking', nothing-but-flash ability that would only be usable in a PvE environment. In PvP everyone is moving around so much or it would be CC'ed so easily that nobody would use it outside of stopping a cap. I think Phase Walk is a more beneficial ability.
  16. There is one arguable counter to that statement
  17. To be quite honest I thought the JC storyline was pretty good. I think since people generally prefer 'direct involvement' over a 'behind the scenes' approach, which the Consular story is oriented by, is why most regard it as one of the worst stories. I feel the Consular finale has a larger, more positive impact on the overall war. Example. When you put these 2 endings side by side, which one really seems be more beneficial to the Republic? This isn't to put down the JKs story. I still believe it was good.
  18. uuhhhhhhh. . . . . . . Rdineag tihs jsut belw a fsue in my biran.
  19. I'm gearing up my Guardian and I love Vigilance playstyle. I read online and most agree that the stat priority is something like 30%crit -> 75% surge -> accuracy/power. So I geared him up to 30% crit 75% surge then the rest of my enhancements went to accuracy/power with Strength/Endurance augments. However, I feel this configuration spreads our stats out a bit much. I feel i'm getting more damage output out of Overhead Slash and Plasma Brand rather than Blade Storm. Since I'm investing so much of my stats into getting just one of my 3 hard-hitting abilities (assuming target is above execute threshold) when I could be investing into raw damage dealing for a stronger overall performance. So my question is this: before I go around spending time/creds/comms on swapping out mods and enhancements, has anyone tried a different approach to stat building for Vigilance? I'm thinking to prioritize 75% surge -> Accuracy 105% (with or without talents depending on how i can organize my mods) ->Power. Cutting out crit rating will bring down my crit chance to roughly 20-23% (from how I see min/maxed smash monkeys gear up). But i would assume the extra bonus damage would make up for the loss. Beside, Blade Storm/Dispatch will still have a high crit chance when procced (and would hit harder) Any thoughts or comments on this approach?
  20. Unless you kill him, you'll see him again regardless if you let him go or subdue him. That's the best way I can think to answer this question without spoiling it too much.
  21. I thought that Sith used red crystals because they preferred to synthesize their color crystals rather than go mine them. The inherent dark energies of its Dark Side creator would embed itself within the crystal they create. Therefore making the crimson color blade. Personally, I prefer individuality rather than going with the rest of the group. So I'll generally use Purple. (Everyone on Jung Ma loves to use those expensive Cartel market / Black bladed colors)
  22. Your experience in WZs will get better as you get to the higher levels. One thing with a JK, especially a Sentinel, is that while you will start with good damage dealing, your survivability is low because you don't have the defensive tools/talents/abilities that your class is dependent on. So just stick with it, your experience will get better. Just know that you're not a tank class; once you get focused in a WZ make sure you get out because you won't survive long (it's like that even at level 50).
  23. My nature of being a sucker for melee weapon combat.
  24. I agree that Sentinel CDs are in some ways superior to Guardians, but the level of dependency on those CDs is what made me move away from my Sentinel. Maybe with RotHC I may swap back, but my Sith pureblood Guardian will continue to wreck poor squishy sorcerers until then.
  25. My pureblood Guardian I would say follows along Mace Windu, using his inherent dark side affiliation (because he is a pureblood) and focusing it into his fighting style, and loves the thrill of combat. I didn't think of it when I made my pureblood Jedi, but it fits with how my character RPs and I ran with it.
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